Amazigh Stormrage
Royal Uhlans Amarr Empire
36
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Posted - 2012.09.13 23:22:00 -
[1] - Quote
Aeon Amadi wrote:EDITORIAL NOTE: My math was wrong and I have changed the post accordingly - please see bottom of post for further information.
This build the AV/Tank balance is just ridiculous. Here's why.
Here's the stacking penalties on using more than one Shield Resistance on an HAV.
-25% 1 Shield Resist -46.75% 2 Shield Resists -61% 3 Shield Resists -68% 4 Shield Resists -82% 4 Shield Resists + Damage Control
Now, for the sake of argument, we're going to assume that a Sagaris with two resistances, a shield extender, a damage control, and a booster.
6000 (approximately) HP with 60.75% resistance.
Now we'll pit it against an Officer Forge Gun, which does 1080 damage - base - and with Weaponry 5 and Proficiency 3 would be an 24% increase to a grand total of 1340.
Now, we're going to take the resistances and apply it to our forge gun, which now makes it at 536.
6,000 divided by 536 = 11.19, approximately. This is about two magazines from your Officer Forge Gun.
This means that with two (officer) forge gunners firing at the same Tank, taking into account charge up times, it would take 10 Seconds for both gunners to exhaust their magazines and theoretically deplete the tank's shields. Round about's 20, for one gunner. In this time frame the tank has already disengaged the battle and has retreated to an area that it can use it's booster - all the while using a large array of weaponry to fire back at it's opponents.
Whatever happened in this build screwed over any balance there ever was between vehicles and Anti-Vehicle builds.
To counter the argument that Movement Nullifiers will "fix everything", you're very wrong. Movement Nullifiers will help but they won't solve the issue at hand - as this math is directed for -ONE TANK- and I have seen as many as five in a single match.
I'm curious as to what CCP was even thinking when they came out with the AV "hotfix" in the first place, to be honest. Reducing the speed on the tanks isn't the problem - it's their absolutely ridiculous invulnerability to conventional methods.
EDITORIAL NOTE: I know that the Officer Forge Gun has 6 rounds in the mag - but a Proto Forge Gun does about the same damage so it's a moot point.
FURTHER EDITORIAL NOTE: I realized that 804 was the 60% of the damage from the forge gun - that number was what was being removed from the equation, and replaced it with the 40% left over -after- the resistances were taken into account.
lol, are you stupid? 1 shield resist = 100% effect of it, 2 shield resist = each have 75% of its effetiency 3 shield resist give all 3 50% of their effecienty.
Having more then 2 shield resist doesnt have an effect anymore, 2 shield resist of +2 25% modules at 75% effecienty = 37.5%
3 shield resist of 25% turns them into 50% effecienty meaning also 37,5% resistance.
Ur talking about **** while you know nothing of it.
cause if it were like you said, hell, gunnlogi and sagaris have 5 highslots, if the **** you were talking about would be correct then i would put 5x 25% shield ward amplifiers, giving my tank 100% resistance IMU.
Idiot
this is towards the players, cause DEV does know i'm correct in this |